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Fiona is a dwarf fighter in our long running (3 years and counting) AD&D campaign. Fiona isn’t the strongest warrior in the gang but she’s definitely the toughest, with 19 CON and ungodly saves and HP. She’s Chaotic Neutral and possessed of a somewhat belligerent, beserker nature, prone to axe heads first and ask questions later. Fiona’s ferocity in battle is balanced somewhat by her artistic side when it comes to her appearance. Aside from making good use out of the precious jewellery liberated from dungeons, she carefully maintains her face with makeup, unguents and oils, and braids her hair with the colourful feathers of fell beasts which have fallen under her axe.

Fiona’s a fabulous fighter, but her sex on the character sheet doesn’t say ‘F’. It’s M, because Fiona is transgender. And she’s amazing, beloved by her comrades and feared by her enemies. She’s the first transgender PC I’ve ever had the pleasure of DMing, but it wasn’t in any way difficult to incorporate her into the game.

How often does the fact of her gender identity come into play? Not so much. In the smaller towns and villages where the party sometimes make their base, she turns a few heads with her flamboyant appearance, but the adventurers as a whole are a ragtag bunch of misfits, and is a dwarf with some feathers and makeup going to freak out more people than the half-orc as strong as an ogre who flies around in full plate, or the wizard in a robe of moving, staring eyes, with a tiny dragon on his shoulder? In fact, Fiona’s managed to bond with village women over hair and fashion tips. Beauty is her weakness in more ways than one, however, and she’s had unfortunate encounters with sexy vampire ladies and succubi which have resulted in loss of life levels. Nowadays she still reacts strongly to encounters with enchantingly beautiful monsters, but is more inclined to reach for her hammer than her lipstick.

Dwarf society in my game world has the Discworld element of strict conformity to one gender role for both sexes. Fiona’s chaotic nature and rejection of tradition may make her an outcast from the more isolated communities of her own kind, but out in the wide world she has no trouble being taken for who she is.

Fiona’s player is a lesbian and an activist for social justice and I point this out because the character has NEVER been used as a soapbox for any kind of political agenda in the game world. In fact, Fiona as a character is irreverent, occasionally vulgar, and as ‘un-PC’ as they come. Sexuality has its place in D&D, but her gender identity is important to her story but not a major focus in the game.

I write this because of the vitriol and hate I witnessed from a certain toxic element of RPG fandom with regard to the AD&D-based CRPG Baldur’s Gate: Siege of Dragonspear, in which a minor NPC can mention to the protagonist that she was raised as a boy, sparking a massive reactionary backlash and mod spamming of bad reviews against a game that apparently ‘shoved SJW LGBT agenda and political correctness down the throats’ of some fragile, bitter souls. Despite as high an authority on Realms lore as Ed Greenwood defending the character’s inclusion, idiots continued to insist that trans characters had no place in the ‘medieval’ world (and D&D’s about as authentically medieval as Monty Python and the Holy Grail, not like was ever intended to be any more so, though), or that sex-changing magic made trans individuals obsolete (just how many girdles are there to go around, really?). These sad individuals look at all the possibilities of a game like D&D and insist that must conform to a particular kind of oppressive hierarchy found in the real world, or they feel threatened. What scares them so much that they try and police the fantastic?

I’m putting Fiona’s story out to demonstrate that I know from experience that anyone who claims that having trans characters in a game somehow spoils D&D is spewing bullshit. And because I’m sure that Fiona isn’t alone out there in many gaming worlds that populate tabletop roleplaying, old or new school, and I want to make queer D&D chars visible on the web for inspiration to anyone who is nervous about playing the character they want.

So that’s Fiona. She’s no one’s political token or fetish. She’s a fabulous fighter and hard-as-nails tank who dreams of find some magic sabatons that let her fight in high heels. Charmer of dusky maidens and slayer of demons. In our last session, she was hurled by a storm giantess onto a polar bear and managed to ride the enraged beast into a throng of enemies. Gods bless you Fiona, whether you find those heels or not, you’ve made your legend.

This isn’t mine, and I think is meant to represent Cheery Littlebottom from Discworld. Not as many transgender dwarf images online as you’d think.

I got a lot of positive feedback on social media channels for my weapons rules, although a few commentators highlighted that polearms seemed too powerful. I’m ok with polearms being more effective that most other weapons in combat, but that should only be part of their value. Rather than reduce their combat stats, I’ve an eye to make their drawbacks apparent to players via their greater encumbrance, expense and vulnerability of the wooden haft as opposed to swords which will have better item saving throws.

Moving on from the weapons, what about the adventurers who will be using them?

Cleric chants from a safe distance. Smart.

I like a good scrap in an RPG as much as anyone, but I like D&D combat fast and deadly, so I’m inclined to use the default LL hit die (i.e. as in BX D&D, d4 for thieves, d6 for clerics, d8 for fighters) as it helps curb HP bloat at higher levels. Rather than using attack tables, I’ll also be using the target 20 algorithm a laDelta. I’m already doing this in my AD&D campaign and it does wonders for speeding up combat encounters, especially when there are a lot of agents.

d20+HD+AC ≥ 20

Monsters and fighters use their full HD or level. Thieves and Clerics add 1/2 their level (Clerics round up, thieves round down), magic users use 1/3 of their level (round down). Target 20 has proven very satisfactory so far for combat, but I’m not convinced about using it for saving throws or thief skills.

I’m also changing up multiple attacks for high level fighters. Fighters will get 2 attacks/round at level 10, 3/round at lvl 20. This eliminates the awkward phase of 3/2 rounds that players often seem to mentally trip over, and moves one of the big power gains of the fighter down to a level which is more likely to be achieved in play.

I’m not using proficiency points in general, but I’m toying with a weapon specialisation system for fighter classes only, along the lines of fighter get points equal to half their level to assign to weapons (max 3 pts), each point granting a +1 to hit with that weapon. This allows players to play out their character for a while and get a feel for the weapons they want before locking in on their favourites, and doesn’t unbalance or front-load fighters too much like the Unearthed Arcana rules do.

Under consideration: Fighter subclasses such as Ranger and Paladin. Not sure whether they should benefit from the 2 attacks or weapon spec. Maybe have the 2 attacks moved up to 15th level and limit them to just 2 points in any weapon (round down when calculating points).

In my last post on the topic, I mentioned how I was keen on the Labyrinth Lord ruleset for a future campaign, but there were a few things about it that irked me. One of those was the rules for weapons. Weapons are a bit of a problem point (or edge, or flange) for D&D and related games in general. A lot of this has to do with where you land on abstraction vs simulationism. Simple, abstract rules such as ‘all weapons do the same damage’ or ‘weapon damage = class HD’ keep weapon choice largely cosmetic and don’t bog down combat with too many variables. Full-fat AD&D, with its Weapons vs Armor Class tables and speed factors for every weapon, succeeds in distinguishing weapons mechanically but slow-down and over-complicate combat with a lot of table lookups and number crunching.

In Dungeons and Dragons, different classes are allowed to use different weapons, with one of the privileges of the Fighter class being their unrestricted weapon access. Assuming this, whatever weapon rules are used will end up affecting the power balance between classes, likely that of Fighters most of all.

I like D&D combat to be fast, deadly and easy to understand. For a while, I was sure class-based damage was the way to go. Now I’m leaning more towards a more complex system. This is mainly for two reasons.

Watching HEMA (Historical European Martial Arts) channels on youtube and increased acquaintance with the size, shape and weight of medieval weaponry has ramped up my enthusiasm for detail regarding these weapons and their relative advantages and disadvantages in use.

I want the class selection of weapons to be meaningful, and in the case of fighter-types, the choice of which weapons to equip themselves with to be a meaningful tactical choice and appreciable benefit of the class.

I wanted players do be able to quickly add up their damage rolls + modifiers, and to streamline the mental arithmetic, I wanted just 1 dice for damage rolls (e.g. no 2d4 damage, no d6+1 damage).

Working with these goals in mind, here’s what I came up with:

Swords

Generally the most popular weapon in D&D, swords come in wide variety of shapes and sizes, and generally excel at being all purpose damage dealers. The longsword was tweaked to let it be used one or two handed and made interchangable with bastard sword, as far as D&D terminology is concerned. 2H sword has the highest damage around to compensate for lack of shield use, and the fact that I don’t use AD&D’s damage vs large rules. Also it gives the d12 some exercise.

Short Sword – d6

Broad Sword/Scimitar/Falchion/Arming Sword – d8

Long or ‘bastard’ sword – d8/d10 if used 2 handed

2 handed Sword – d12

Axes

I used a watered down version of AD&D’s WvsAC rules to highlight the armour penetration factor of axes versus many of the less advanced armour types. This makes the axe a very desirable type of weapon versus a common D&D enemy- low hit dice humanoids. Also good against beasts with leathery or scaly skin. The tomahawk or frankish style hand axe can be hurled. Most medieval battle axes I’ve seen seem to be optimised for 2-handed use, but could probably also be used, albeit less effectively, in combination with a shield.

I feel that maces and warhammers effectively fulfil the same role – they’re percussive weapons designed to take down heavily armoured opponents. Morning stars are effectively a spiky mace. Flails, I think, can also be subsumed into this group. To this end they have a bonus that makes them useful against elite enemy characters and things like chitinous monsters.

All maces and warhammers get +2 to hit against heavy armour (banded/splint/plate mail or better)

Mace, Morning Star or Warhammer – d6

2H version- d8

Spears

Spears were the ubiquitous military weapon of the middle ages. For low-level adventurers and their henchmen, getting in that first hit can be the difference between life and death. Javelins are primarily missile weapons, they can be used as a 1H d6 damage weapon but do not get the reach advantage of melee spear.

Reach – Spear wielder automatically strikes first in the first round of combat vs any single opponent, and deals double damage if the opponent was charging. This is negated vs another weapon of similar length.

Spear – d6/d8 if used 2H

Javelin – d6, can be hurled.

Daggers

The last ditch defence option for magic users and the archetypal weapon of thieves and assassins, the dagger is easily concealable and great for a sneak attack. It can be hurled in a pinch, but only specially made throwing weapons can be used effectively thus. Throwing daggers are not available to magic-users.

Dagger – d4, +2 to hit when used in backstab or assassination, can be hurled at -2 penalty.

Throwing daggers – d4

Polearms

Gary Gygax’s polearm is well-documented, but for our purposes polearms such as halberds, pollaxes, guisarmes, bec-de-corbins and the like are lumped together. The main strength of polearms are their reach and versatility – it pierces, it slashes, it bashes! Reach, high damage and armour penetration are enjoyed by the polearm wielder.

Reach as spear. Armour penetration as both axe and mace. 2H required.

Polearm – d10

Wooden Weapons

For the poor or desperate.

Club – d4

2H Quarterstaff – d6

Bows

Labyrinth Lord gives longbows a higher damage die, which I like. No changes to these except to note that I would allow two arrows/round if the user does not also move.

Short Bow – d6

Long Bow – d8

Crossbows

Crossbows user cannot move and fire, but they can pre-load a bolt to be loosed before initiative is rolled for the first round of combat. In addition, the crossbow can be fired straight ahead from a prone or crouching position.

Hand Crossbow – d4, extremely rare except for drow and assassins

Light Crossbow – d6

Heavy Crossbow – d8, +2 to hit vs metal armour.

Slings

Same as bows, can be fired twice/round if user doesn’t move. Handy for adventurers on long journeys away from civilisation, as they can collect rocks to re-stock their ammunition.

I think these class restrictions combined with the weapon rules work to keep the fighter and assassin on top when it comes fighting power but still gives the other classes some options to choose from. (except for poor MUs but nevermind).

The warrior equipping himself will have to weigh up weapon advantages versus inventory space and what kind of foe he or she thinks the party will face.

My thief list is somewhat expanded because I see the ‘adventuring thief’ as not necessarily limited to urban gang weapons. The AD&D’s Druid’s scimitar was intended to be a sickle like device used to harvest plants, but I don’t see that as being optimised for combat in a way a scimitar would be, but I can see them having smaller blades for self defence, hence the short sword.

I’d love to hear opinions on this, especially from anyone with experience in HEMA or designing custom OSR weapon rules. So far in playtesting with an AD&D group it’s working out well. Does anyone think I’ve made any serious blunders in the weapon attributes?

Resemblances to events on Earth or the famous TSR basic module are purely unintended coincidences from the random sentence generator.

On Darkmoon, twenty-third day of the month of Baghtru, Breaker of Bones, the Orcish tribes held their moot and voted to leave the Evil Union, throwing the Caves of Chaos into political and financial turmoil. As the humanoid factions erupt into tense political negotiations and tribal infighting, the long term consequences of Orxit, or ‘Orcish Exit’, for the orcs, the Caves of Chaos, and the wider Borderlands region remain unclear. We sent a team of bold adventurers to the Caves of Chaos to report on the situation.

The Union of Evil Humanoids, known for commonly as the Evil Union or EU, was born in the bloody aftermath of the War of a Thousand Spears, a conflict so devastating that even the traditionally bellicose and chaotic humanoid tribes agreed for the need for a unifying organisation that would so closely tie the various factions of the Caves together politically and economically as to ensure the survival and co-operation of all tribes in the future. Although represented by all the humanoid tribes (Kobolds, Goblins, Orcs, Hobgoblins, Gnolls and Bugbears), an important council of largely human Evil High Priests collect tribute into a common pool for all the tribes and set the agenda for the Union, issuing directives aimed at maintaining a common standard throughout the formerly warring clans. These directives, including regulations on weapons and armour manufacturing, allocation of slaves, distribution of loot and educational reforms encouraging proficiency in the Chaotic alignment tongue, have all improved the prosperity and security of the Caves of Chaos. But the orcs, a greatly diminished people but once the most powerful and far-ranging humanoid nation in terms of territory and slaves, have often chafed at the demands of what they see as a faceless bureaucracy of elites in service to a globalist pantheon of the Dark Gods of Suffering and Mayhem, including, crucially, the right of different humanoids to join different tribes and live and dwell throughout the caverns, including those traditionally held exclusively by orcs.

Namerok Pig-Sticker, Warchief of the Evil Eye

Namerok the Pig-Sticker, cocky chieftain of the Evil Eye tribe, had ruled the orcs through cruelty and intimidation for many years, and was no stranger to scapegoating the EU and blaming an influx of weaker humanoids into orcish territory to distract from his failings as a despot. Although not noted for his wisdom, Namerok was endowed with that low cunning and instinct for self-preservation endemic to the orcish ruling classes, and he knew that if the orcs had to fight alongside the other humanoids if they were to have any chance of maintaining their standing in the Borderlands. tired of repeating anti-HU grumblings from the elite warriors of his clan, promised his people a referendum on EU membership in order to head off a potential rebellion from certain ambitious sub-chiefs. Namerok warned his people of the disaster that awaited them if their raids would not be supported by the bugbears and ogres, but his speeches fell on deaf ears as 52% of his warriors voted to leave the EU. But when the time came for him make the journey to the depths of the Evil Temple and deliver the verdict of his tribes to the priests, the previously arrogant chief instead announced his abdication of the skull throne, saying that he was going to retire from tribal leadership to spend more time with his favourite war-boar.

This decision has angered the Chaotic priesthood, who demand that the Black Rites of Secession be implemented by an orcish leader as soon as possible to avoid any confusion. The cabal, in unison with the other tribal chieftains, have made it clear that the orcs will be punished harshly for their insolence, so as to discourage other secession movements in the other clans. ‘It is of the utmost importance that the warlord of the orcs descends into the temple, takes the up the Jagged Shard of U’Zhul, and spills his blood over the purple-veined altar to Tharizdun to begin the long and torturous ritual of depature,’ said Yunkarr, Canon of the Crawling Chaos. During a passionate public address in the lower caves, flanked by his legion of undead servitors, the spokesperson of the EU lowered his death-mask for the first time in years to reveal his piercing, violet-tinged eyes, sunken into sallow skin, ‘The dark power that binds us in unity and prosperity does not brook shirkers or apostates. Our Unholy Union will grow ever stronger once the weak are purged from our ranks.’

The referendum itself exposed a deeply divided orcish society, with tendencies to vote leave or remain according to status, treasure type, age, alignment, hit die, and %In Lair. Dressed in fashionable scale armour and sipping artesanal goblin fungus brew from a gnome skull, the young orc warrior Ghorak the Iron Claw stands in for the typical cosmopolitan Remain voter. His long black hair is tied in a topknot and his arms ritually scarred with chaotic pictograms. As he speaks he fidgets with an arm-ring, gifted to him by the Hobgoblin chief after his term of service as a bodyguard in an inter-tribal exchange program, ‘This is shocking, I just can’t believe it. I speak Orcish, Goblin, Hobgoblin, Ogre, Common and Gnoll, and I’m learning Bugbear. I’ve stood side to side with gnoll archers and bugbear ambushers against our pink-skinned enemies and seen them flee before our combined might. We are stronger together. Some of my best friends are half-ogres or half-human. Some of them are even multi-classed. I feel more giant-class humanoid than orcish. It’s the older generation, stuck in the delusions of the orcish empire, that don’t understand the modern world’. Ghorak settled in the hobgoblin caverns and took a priestess of chaos for his mate. He worries that the increasing hostility between the orcs and the EU will leave him unwelcome in his adopted home and deny his half-orc son access to his heritage when he matures in 12 years.

The orcs are also split among inter-tribal lines, with the Vile Rune tribe, vassals of Namerok’s Evil Eye, overwhelming voting to remain in the EU. N’kholah, head shaman of the Vile Rune, has threatened to declare independence from the horde and is rumoured to be in negotiation with the chaos priests and other humanoid clans to secure their future in the EU. The warriors of the Vile Rune, noted for their raucous lifestyle, tartan kilts and claymore swords, are feared troops and an asset to the armies of the Caves of Chaos, but their efforts to become independent and remain in the EU have met with opposition from Yojar the Goblin King, who fears that his own vassal tribes would be inspired to break away from his rule.

Urgok the Beard-Burner is of the older generation, a retired blacksmith, bemoans what he sees as the excessive regulation of the EU cabal, ‘Used ter be nuffink wrong good old fashioned orky choppas. Made em the same way my grandad did when we conquered the humie hill tribes and looted the lizardmen. Now the EU says every axe got’s ter haf a hooky beard on t’end, and scimitar gotter haf da curve on’t just so. Nah we gots ter life with da gobbos and bugbears in our caves? In t’good old days, gobbo in an orc cave was a slave or snack. You knew where you stood! Nah dey warboys, miners, smiths? Dey work for half da gold bits and a bowl of pigswill, da sneaky gits’.

The racial animosity of Urgok and those like him found a voice in Nerghaal Tharaj, elite warrior and leader of the Orcish Independence sub-faction. Tharaj argued against the EU on the grounds of orcish supremacy despite his particularly vile visage betraying his own trollish ancestry. But despite the referendum result, all has not gone smoothly for this sub-chief. Once his side had won, a detect lie spell from an inquisitive shaman revealed that the Leave faction had no intention of honouring one of their main promises, that the 350,000 gold tribute that the orcs handed over to the chaos priests would be used instead to buy healing potions for orcish foot soldiers. Instead, those orcs on his side with the highest HD and armor class intended to pocket it for themselves. Likewise, the claim that they could eject humanoid migrants from the orc caves and still retain access to the minotaur and skeleton troops has been firmly dismissed by Murkhaal, Matriarch of the Bugbear Clans. Likewise, their claim that they would make greater alliances with more distant factions, such as the norkers and lizard men, have been met with caution and ambivalence. The reptilian humanoids prefer to deal with the greater treasure and access to magic that the EU possesses, and have not seen an orcish chieftain emerge with sufficient charisma to inspire their trust.

Tharaj, like Namerok, has chosen this moment of confusion to back down from authority and flee to the shadows, claiming no desire to sit on the Namerok’s throne of skulls. Likewise, the loudest and strongest sub-chiefs that backed Leave have slunk away. Chaos and bloodshed reign in the orcish caves as the sub-factions fight amongst themselves and lash out against the weaker humanoids in their ranks. Backstabbings occur with such frequency that the Grandfather of Assassins has had to issue a statement from his hidden fastness, clarifying that his organisation has had no involvement in the dispute. To date, no leader has emerged with the courage to descend into the Lower Temple and sacrifice his life to secure the secession of the orcs from their dark pact, nor have the Remainers a champion with the strength of will to restore order to the warring tribes and affirm their pledge to Chaos and the cause of humanoids everywhere.

Upon their return to the Keep, our adventurers report that there has never been a safer time for humans, elves and dwarves to raid the orc caverns and take advantage of their weakness, but warned future parties that their treasure is few, and that their warriors are worth less experience than the pre-orxit times.

The last few months I managed to find some time alongside my long-running AD&D campaign to start playing Labyrinth Lord with a small group, using the free PDFs. It went well enough to get me really excited about switching over to LL core rules (with the Advanced Edition Companion) for my next long term campaign, so I ordered hard copies. I own the B/X box set and I was already thing of importing B/X elements into AD&D, but having the Labyrinth Lord books as base makes that much easier, especially now that I have the books on the table as a player reference. I still see the game as D&D, whether you’re playing an official D&D product, Labyrinth Lord, Swords and Wizardry, Pathfinder or whatever. D&D is a genre, not a specific ruleset.

Going forward, here’s what won me over to Labyrinth Lord:

B/X style attribute system strikes me as much more elegant and balanced than AD&D’s, and gives more of an impact to attributes in the 10-15 and doing away with the tacked-on subsystem of exceptional strength.

Most importantly, the books emulate Moldvay’s clear and concise writing style and logical layout, making reading through them and looking up rules much easier on the eyes and head.

Simpler and clearer initiative rules.

More balanced demi-humans, with options to use them with classes or race-as-class.

System is built with plenty of options to turn the dial up to be more like AD&D, or down to B/X style.

All the options of core AD&D, no Unearthed Arcana style classes with their own clunky unique subsystems.

Generally trims the fat and presents a version of D&D that cleaves more to actual play, where some of the fiddlier or less clear aspects of the advanced game go discarded or house-ruled.

LL comes with less ‘baggage’ than D&D, and the players will have fewer ‘BTB D&D’ expectations.

Could’ve done with some more proofreading, in some cases there’s a typo or omission in something that could seriously affect gameplay. For example, Confusion has no save to negate. Other stuff is more minor, like warhammers needing 2 hands to use, or having 2 Monster Summoning VI spells. This isn’t so bad for the experienced DM but is disappointing for a book that otherwise was so good as to inspire me to make it the main rules doc at the table.

I would have loved to buy a compiled hard copy version with the core rules and advanced rules together, to avoid redundancy and make it easier to reference. Goblinoid Games’s rather quiet forums attest to a demand for it, but there’s no clear indications that it’ll happen anytime soon.

LL would be my ideal ‘players handbook’ if it cut out the monster stats and cursed items. I like the players to be able to look up all the information they need to run their characters, including how their items work, but it’s kind of annoying that they can check out all the monster details in the same book.

The seams show up a bit when Advanced Edition Companion introduces 9 point alignment, but none of the monsters or items from the first book are accounted for.

However, my AD&D books will still see use at the table:

I love my 1E DMG in all it’s high Gygaxian genius and mess, and I can’t imagine retiring it. It’ll always be by my side and used liberally.

Use of AD&D Monster Manuals will keep players on their toes, even if they study the monsters in the LL books.

Some Unearthed Arcana spells and items may find their way in to the campaign. I’ve always had a soft spot at least for the ritual magic from the Demonomicon.

Things I want to tinker with:

Combat…getting rid of ‘to hit’ tables and replacing it with a quick algorithm, probably based on Delta’s system.

Weapons. I want weapon choice to mean more than it does in LL without getting into the over-complicated and not very sensible Weapon vs AC modifiers of AD&D.

Fighters. I think they’re badass but since we won’t be having exceptional strength or weapon specialisation, I do want to work on them a little to give them some mechanical tweaks for expressing their badassery, but don’t slow down or over-complicated combat.

Encumbrance and equipment. I feel like a want an alternative system, maybe slot based. Something that’ll get the resource management point of encumbrance across without too much fiddly book-keeping.

Last month was a milestone for my AD&D gaming group, as they defeated my latest version of the TSR classic supermodule, Temple of Elemental Evil. It’s the second time I’ve run the module and the first time my players have completed it ‘successfully’, which I judge as destroying the evil artefact, defeating the imprisoned demon lord, and making off with a heap of treasure. Two of the triumphant PCs (human magic-user and dwarf cleric/thief) had come a long way from their generation as first level characters (for 1st time AD&D players) at the beginning of the campaign. Those less fortunate had perished, some less confident about their chances had retired, and of course other adventurers joined along the way. This ToEE lasted 2 years of game time. The module is far from perfect but you can get a hell of a lot of mileage out of it. 2 settlements, a starter dungeon, a 4-level megadungeon, planar travel, minor deities, and a host of NPCs and interesting items. For me, it’s a great foundation for a mini-setting. I never used Greyhawk used the Temple to springboard my own world-building, adding additional locations, NPCs and side-quests, more or less confident that the mystery of the Temple and its multiple levels would keep the players focus on the started area and get them invested in the world while I fleshed out it’s surroundings. It’s a bonus that the module was designed to provide enough treasure and enemies to level a party to around the 8th level, a perfect time for them to leave the dungeon and venture out into the wilderness to carve out territory for their strongholds, as encouraged by Gygax in the 1e core books.

I first ran ToEE more or less BTB, but the PCs never ventured into the nodes or the secret level. Once they had beaten the evil cult leaders and recovered the Golden Skull, it seemed enough to them that the thing should be removed far from its missing gems, and they pursued other interests that eventually took them to distant lands, never to return to Hommlet or its environs. For my second ToEE campaign, aware that one of my players had played through the module many years ago, and that others owned the 3e-based videogame, Many events from the first campaign were incorporated as legacy elements in the new one, I added more background and locations, and replaced some of the original ‘surprises’ (illusionary vampire/paladin, Zuggytmoy, shopkeeper assassins), and re-fitted the lower levels with more demonic and elemental elements, replacing the nodes with side-adventures into the elemental planes themselves. This made the module harder than by the book, but with the additional resources from their sidequests, my current group of players still have the honour of ‘beating’ the Temple. Well before this part of the campaign was over, I was halfway through a 3rd revamping of the Temple for a future group, and I realised it was becoming very much its own beast, very different from the pages of T1-4, and perhaps it was time to cut the cord that tied it to the original.

Now as the AD&D campaign progresses, I’ve become more and more tempted after much perusal of the Basic/Expert Ruleset kindly gifted to me by one of the players (he found the English boxed set in a German flea market) to move further away from BTB and do some streamlining in a B/X direction. I’m very keen to give (Advanced) Labyrinth Lord a try, especially with how its character creation/progression and attribute bonuses appear to me to combine the best elements of Basic and Advanced Dungeons and Dragons. I’ve got a serious itch to start new campaigns with LL rules (at least for players, even if they have the LL pdfs I can still pull surprises out of my 1e rulebooks), but it’s also time to say goodbye to Temple of Elemental Evil to make room for more low-level adventuring locations. Version 3 might come into play some years on, but for now, I’d just like to pay tribute to the classic module and the great players who’ve braved its darkness, with a record of memories from my Temple campaigns.

Round 1

New party’s first encounter is with the comely face of a widow who hails them from the window of her house. Unsure of how to respond to this, the party falls into confusion and discussion- 15 minutes later, one of them formulates a response, but she is long gone. It’s an easy nerd gag, but there were few monster encounters in the following adventures that terrified the PCs more than talking to an attractive woman.

My last post on romance in the game world references this campaign, in which a PC won the heart of Elmo the uber-henchman and formed a relationship which persists in sucessive campaigns and game worlds, and a random comeliness roll for an NPC sparked a dangerous rivalry between two players.

The short but memorable career of Tuk, an Unearthed Arcana style barbarian, strong of body and short of patience. Tuk’s player took the barb’s suspicion of magic very seriously, and at one point discovered a reasonably powerful magic weapon early on the game, only to keep its existence a secret from the party. But his distrust of magic would be somewhat justified on the first dungeon level of the Temple, as he was fatally struck by a javelin of lightning. The party raised him after quite a hefty donation to the church of St. Cuthbert, but convinced him that he had only been stunned by the bolt, knowing full well that Tuk would rather die a thousand deaths than owe his life to vile magic. It would take the most mighty of magics to bring this barbarian to his end, however, as, upon drawing what must be the most unlucky hand possible from the Deck of Many Things, his soul was ripped from his body and cast into the void, while his body banished to a donjon somewhere in the Nine Hells. Tuk’s spirit (bound to a magic weapon), and his body (occupied by a new spirit), have since been encountered by adventurers in separate campaign worlds.

Squid, the amoral thief who made himself rather unpopular in Hommlet after trying to pick too many pockets at the Inn of the Welcome Wench, in particular that of fellow thief Furnok of Furd. He didn’t even make many friends among his own party members, fleeing a crucial battle and refusing to stick around to stabilise his allies when they were downed and critically wounded. The cowardly crook eventually made his home in the pirate town of Nulb, which was more tolerant of a man of his disposition, even shacking up with a local girl there. Squid had a strange approach to overcoming his fears, getting a tattoo of every monsters that had ever seriously injured him. A large grotesque rendition of a giant tick was his favourite piece. A colourful character in life, he was undistinguished in death. I can’t even remember what killed him.

Round 2

Players tackle the moathouse ghoul crypts by pouring oil down the well, throwing down corpses to lure the ghouls and then setting the crypts ablaze. A fantastic way to neutralise a terrifying low-level encounter.

One side adventure had the PCs sneaking into a wizard tower to rescue a hostage, they were discovered and in the eventual bloodbath everyone involved was dead, or dying or unconscious save for Xariarch, the party’s magic-user, and the evil NPC wizard. Both magic-users had exhausted their spells, so they would either have to come to terms or blows. The evil sorcerer had an ace up his sleeve in the form of an imp familiar, but the PC mage was possessed of a +2 dagger and more than his fair share of luck, and so the final round of the battle, two nerdy academics in star-spangled dresses grappled, punched, and stabbed each other until Xariarch came out victorious in his first hand-to-hand duel. He was as proud of this as any of his magical accomplishments, and there was much lamentation from his player when, later in the campaign, his dagger was melted by the energy attack of a Xag-Ya.

The presence of a pair of orcish prisoners in the Temple dungeons was used as an introduction for 2 new PCs, both half-orcs. One, a fighter-assassin named Gnolltwister, the other a strong bruiser of a fighter named Thuragh. Gnolltwister had a brief career which saw the beginnings of a sinister plan to murder prominent good NPCs in the area, but he was cut short by a bad draw on the Deck of Many Things. Thuragh, however, survived and became the party’s main melee fighter, and has been much changed by his life among humankind, having converted to good alignment and worship of the Norse gods, he adventures on in the Land of Ice and Fire.

Since Thuragh recruited another half-orc fighter henchman and the party has also hired a semi-retired former PC half-orc to adventure with them, it seems to me that this game is almost lousy with half-orcs, despite having very few orcs appear in play. Unusual as it is, this suits me fine, since I think half-orcs need some love. Murnol Rapak, a Lawful Good dervish-inspired warrior-priest of a Mesopotamian fire god, initially sought the destruction of the ‘heretics’ of the fire elemental temple, now seeks to revive the faith of Girru, his mostly forgotten and obscure deity.

Divine backing was provided by Aygarr Grimdeep, a cleric/thief, follower of Vergedain, god of luck and wealth. A fantastic patron deity for a party of old school adventurers, as the acquisition of wealth was sacred in itself to his faith. His greed often landed the party in trouble, however, as he strictly opposed spending money or gems to bargain with monsters or hire henchmen. At one point he even used a wish spell granted by a Talisman of Zagyg to wish for a chamber full of gold back in his ancestral home, a place that has yet to feature in the campaign. Late into the campaign he used a gate scroll so summon Straasha, Lord of Water Elementals (Elric mythos in Deities and Demigods), to aid in a battle, and earned the favour of the elemental prince by having the consideration to cast a humble cure light wounds on the powerful entity’s manifestation.

Fiona, the first transgender character I’ve seen in a D&D game not under some kind of curse, is one of the long term characters who survived the Temple. A female dwarf trapped in biologically male body, she struggles to express her femininity while indulging her rather unladylike appetite for bloodshed and mayhem. Is supremely excited whenever the opportunity to loot perfumes, unguents and fabrics present themselves, although she is not particularly skilled in their application. Despite her female identification, Fiona is a sucker for a hot babe, and has more than once come out a few levels short due to unfortunate encounters with succubi and sexy vampires.

My version of the 3rd level of the Temple had a succubus inside a secret room, disguised as a ‘sleeping beauty’ lady that could be awakened from her curse by a kiss. She weakened the PCs before gating in a type IV demon which chased them out of the dungeon. Then she escaped to the surface to plague the party as a subtle but vicious recurring antagonist. Cynthia the succubus played many dirty tricks on the players via impersonation, manipulating NPCs against them, picking on their henchmen or allies when the main characters were on an expedition or sabotaging their efforts from a distance. But she wasn’t afraid to get up close and personal. My girlfriend, who was trying D&D for the first time, had her half-elf wake up while Cynthia was riding her during the night (which would have resulted in level drain). She didn’t quite realise the peril of the situation enough to put up much of a fight but fortunate intervention from the other PCs saved her soul. Cynthia was eventually vanquished from this plane while attempting to disrupt a ritual to banish a demon lord who had been imprisoned in the temple. At first it seemed like she had charmed the key players into giving her control of the greater, but then she was entangled by a critical hit from a harpoon thrown by Thuragh, and dragged to the ground. The chamber they were in was enchanted to prevent extradimensional travel, so she could not escape easily. To add insult to injury, Xariarch the mage had managed to charm her at the last minute. While some considered that a bound, charmed succubus would be worth taking home to enjoy with the rest of the treasure, Fiona cut the poor demonette down in a bezerk fury, claiming vengeance for those treacherous kisses.

Thanks for the memories, ToEE, of which these are just a few. Thanks for spawning the ever-changing evil temple megadungeon in my mind. It might never become ‘perfect’ but many adventurers will have a great time playing through its evolution.

The ‘D’ section of AD&D’s Monster Manual is all killer, no filler, and easily the most deadly, dreaded, and damned dangerous alphabetical group in the whole game (ok, so maybe the Lawful Good dolphins aren’t so great?). Fitting, considering the name of the game, and also that the alphabetically appropriate Demogorgon head the demons. Demogorgon is large and in charge, a nasty piece work with 200 HP (I wonder if this ever annoys Asmodeus, who has 1HP less than his demonic counterpart). Despite his intimidating appearance, he’s no beatstick. His heads have combined and individual mind control powers that have a good chance of dominating anyone who gets close enough to determine whether they are more baboon or mandrill-like. His spell-like abilities are versatile and powerful and he uses them with supra-genius intelligence. And if it comes to fisticuffs or the tails-and-tentacle equivalent, he strikes with rotting disease and energy drain.

Welcome to the ‘D-section’, dumbshits.

Drawing inspiration from the 1e MM entry, I pulled put the following elements to base cults and superstitions around –

Rule through personal power (how he retains his title, by being the strongest and cleverest of demons)

Before the dawn of civilisation, men recognised and encountered Demogorgon every day. The Prince of Demons stalked the shadows of the dense jungle with watching eyes and bared teeth. He lurked under impassable sea with poisoned spine and grasping tentacle. He slithered in the pitch black depths of the deep caverns, brewing venom and disease. Even in the heart of man, Demogorgon has a dwelling place, and from there he urges man’s darker primaeval instincts, encouraging him turn on his fellows and seek power through violence and exploitation.

Man encountered Demogorgon at the fringes of his world, and in his foolish pride to define all that he found in the world, named Demogorgon, the first demon. But the act of naming only bound them closer together. It infuriates Demogorgon to hear a human speak his name. There are many humans and similar on many worlds, and Demogorgon is very, very angry.

Demogorgon hates the civilised humanoid races in general, and humanity in particular. He despises them for their pride, hope and ambition, and delights in their terror, helplessness and pain. He scorns the worship of humanoids, but in rare times has been known to grant boons to supplicants and encourage their worship for a time before turning against them. There are many whispered legends of of heretic clerics who abandoned the gods of their peoples and turned, in their selfishness, to the worship of Demogorgon to increase their personal power. Yet those with knowledge of the nature of demons, be they tribal witch-doctors or learned sages, that Demogorgon despises worship from humanlike beings, has nothing but contempt for his clerics, and grants his dark miracles for a time, only to punish the offending priest once the wretch becomes secure in his power.

In some arcane demonological treatises, Demogorgon is referred to as The Child, and given a female pronoun. In the annotated grimoire Art of the Infernal Intelligencier, Theravad Sthsjan, Illuminate of the 9th Circle and personal diviner to the Tyrant of Thrask, describes his conversations with the angelic girl-child Demogorgon, who he conjured within a special pentacle. From these conversations Theravad gleaned much forbidden knowledge that was used to the advantage of Thrask, and moreover his own personal power, including words of power to turn the minds of political dissidents and to command the vicious wyverns of the mountains to join the Tyrant’s army. Theravad lived many years past the normal human lifespan to see Thrask sacked and burned by his many foes who joined forces against his dark magics, yet his body could not be found among the ruins of the once-great city-state.

Metzner’s Immortals Demogorgon is hardcore powerful, but also more intriguing.

Occult texts which recognise Demogorgon male and female aspect typically present her as hermaphroditic, emphasising the dualistic nature of the entity. Incorporating the powers of both sexes, they speculate that Demogorgon spawns a terrible brood of monsters from her lair in the Abyss.

Demogorgon favours twins. In some communities, one of a pair of newborn twins will be put to death for fear of attracting his attention. In others, a woman who bears twins is persecuted as a witch. Although this superstition causes great pain and harm to innocents, there may be some justification for it. Several demonological texts recommend the sacrifice of a pair of twins of at least six years of age as part of a ritual to summon the Prince of Demons to the material plane. The sacrifice of twins, along with precious materials and more noisome artefacts, is mentioned to increase the likelihood that Demogorgon will be favourably disposed towards the summoner.

In a region where the local people secretly practice the exposure of unwanted children, they tell of Demogorgon, the demon-child. This evil spirit hides in wild places and cries out in distress like a human baby. The local people are suspicious of outsiders, especially clerics and paladins, for they cleave to many ancient pagan traditions. They will warn travellers that this demon can make an uncannily convincing impression, but the cries in the wilderness should under no circumstances be investigated, for Demogorgon will lure you to your doom.

A baby born with two heads is seen as a terrible omen and a sign that Demogorgon has cursed the community for some offence (or more likely, simply out of his normal malice). Some people slay the child and bury it in sanctified ground and hope for the best. Yet more common is the belief that if the two-headed child is nurtured, praised and given the best food and comforts the community has to offer, the Prince of Demons shall be appeased, and stay his wrath as long as the child lives. The child will mature quickly in intelligence and speak prophecy from one head, and tell of the location of hidden treasures with the other, though the heads will often bicker amongst themselves and contradict each other. Most such children perish nonetheless, and elders quick to blame future misfortune on this. However, if the child sent by Demogorgon is properly cared for and ceremoniously dedicated to the demon prince, it will grow into an ettin, its supernatural intelligence diminishing as its muscles grow. This strong monster will glut itself on the resources of the village for years but also use its might to defend it from threats, until a short time after maturity, when its taste for manflesh overwhelms its last vestige of humanity.

Two-faced instigator of strife and enemy of mankind, Demogorgon is invoked by oppressor and oppressed alike. Haughty kings and fiery demagogues are compared to him in chronicles, for their power of violence and manipulation. ‘The speaker held the crowd in his thrall, as if under the watch of The Dark Lady, and with poisonous words whipped them into a frenzy against their rightful liege’ (Melkiah of Orryane, Fall of the House of Atriesi), ‘…and in those days following the Cerithian War, Tiranpolis descended into anarchy and bloodshed, for the gaze of The Prince of Demons was upon them, and made them forget themselves, turning brother against brother, father against son, servant against master’ (Algernon the Azure Sage, An Account of the Desagan Peninsula during the Fourth Age).

A scrawled note on a forbidden tome of occult lore recounts a legend that Demogorgon was once tricked by a mischievous godling into looking into his own eyes and has ever since been afflicted with a suicidal mental anguish, in which he lures powerful mortals to his lair in the Abyss and goads them to destroy him. A latter-day annotation points out the difficultly of distinguishing between sane and insane demons, and states drily that whatever his mental state, Demogorgon clearly does not hesitate to slaughter any presumptuous heroes who approach him.

An examination of the lairs of lizardmen reveals evidence that Demogorgon is known to them as a baneful entity who is supplicated out of fear. However, among larger, domineering lizard kings, adventurers who have escaped captivity, have testified to the popularity of an active cult of Demogorgon. The lizard king cult demands ritual human sacrifice and the veneration of mutant lizard men as elites second only to the lizard kings themselves. The aristocracy and shamans of these evil tribes are dominated by two-headed mutants.

FF lizard men rule

Another scaly race that worships Demogorgon is the Yuan-Ti. Originally a tropical empire of humans, the Yuan-Ti revered serpents and the ruins of their cities testify to their veneration of an entire pantheon of various snake-creatures, including the spirit naga and lamia, which were worshipped as demi-gods living on this plane, and the Type V demons as spirits of war and guardians. At the head of this pantheon was Demogorgon, depicted alternately in male and female aspects. As much as she detested their human forms, Demogorgon carefully nurtured the empire of Yuan-Ti through centuries of glory and hubris, before fouling their blood and twisting their minds and bodies into something more worthy of her patronage. Although now a fallen power, few among the Yuan-Ti, lament their lost humanity, preferring to revel in the strength The Dark Lady has granted them.

It is known among wise sea-faring folk that Ixitxachtil serve The Bane of Souls, and it is rumoured that a hapless victim threatened by these foul creatures can declare allegiance to Demogorgon in front of their priests and have their life spared. Such individuals are enchanted to breathe water and put to work as slaves or spies for the demon rays. The occasional sole survivor of a shipwreck, who returns to his people after some time when his fellows have perished, is sometimes looked at askance because of this legend. At least one innocent man is known to have survived a wreck only to be drowned by his neighbours, to ascertain whether he was a spy enchanted to breathe water.

In grimoires and demonological texts, Demogorgon is noted as one of the most difficult demon lords to bind and command, and recommends that anyone attempting so spare no expense in both their ritual materials and offerings of tribute to The Bane of Souls. Many include a cautionary tale of some of his victims. Yet the Prince of Demons has much to offer the intelligent summoner. According to the Demononicon Demogorgon’s service can include the following:

Curses of ruin to a rival

To be feared and obeyed by those around you

Place another person or monster under your total mental control

To cure or bestow insanity, or to perceive the hidden truths in the ramblings of lunatics

Sow strife and discord among your enemies

Command over reptiles or sea creatures

The ability to speak the language of serpents

Immunity to poison or disease

Polymorph ability to snake, lizard or octopus

Instruction in the casting of masterful illusions

When summoning Demogorgon, aside from the typical trappings, the summoner is advised to additionally furnish the summoning chamber with certain items to increase the chance of success, such as:

Sacrifice of human twins

The body of a baby who has died of exposure

The hides of giant serpents and lizards, or statues of same worked in precious materials

Lizard man teeth

Banderlog heads

Broken holy swords

Snake venom

Ixitxcachtil spines

Defiled icons of Orcus

The thigh bone of a man or woman who has killed their brother or sister

One ambitious sorcerer, Derrash Mak of the Black Invocations, had particular success when he fashioned an effigy of the Prince of Demons using the body of a giant lizard, giant serpent tails and giant octopus tentacles, mounted with banderlog heads. This was done in a similar manner to the preparation of a flesh golem. Demogorgon manifested within the effigy and spoke to him, divulging many secrets. Although the fate of Derrash Mak is lost to time, legend has it that the effigy itself escaped, possessed by demonic malice, into the catacombs of the city in which he dwelled.

That about wraps up my riff on Demogorgon, though I’m sure I’ll have more to add on it sooner or later, but if you need more I’d be amiss if I didn’t also refer you to this, Zak S.’s meta (and metal) take on the God of Total Party Kills.